Difference between revisions of "Command module"

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A '''command module''', '''cockpit''', '''command pod''' or sometimes '''probe core''' is a part which allow controlling a vessel. It is no longer required to choose a command module first, but there has to be at least one module operational for a ship to be controllable.
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A '''command module''', '''cockpit''', '''command pod''' or sometimes '''probe core''' is a part which allow controlling a vessel. While it is no longer required to choose a command module first, there must be at least one module operational for a ship to be controllable.
  
 
== Naming ==
 
== Naming ==
There are various different names for this type of part. The term command module is in general everything which allows controlling a vessel. Cockpits and command pods can be manned by Kerbals and cockpits are usually placed on [[plane]]s while command pods normally are placed on [[rocket]]s. Crew pods or capsules might be also used instead of command pod. Command modules which can't be manned are sometimes called probe core but usually are called command module as well.
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Various names are used for this type of part. The term command module is, in general, everything which allows controlling a vessel. Cockpits and command pods can be manned by Kerbals, with cockpits usually placed on [[plane]]s, and command pods normally placed on [[rocket]]s. Crew pods or capsules might be also used instead of a command pod. Command modules which cannot be manned are sometimes called probe cores but usually are called command modules as well.
  
 
== Control ==
 
== Control ==
All vessels can only be controlled as long as at least one command module on board is operational. Manned command pods need at least one crew member to be functional. Probe command modules consume [[electric charge]] and cease to function when the energy of the vessel is depleted. Manned command pods which are missing a crew don't work like probe command modules then and don't drain any electric charge.
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All vessels can only be controlled as long as at least one command module on board is operational. Manned command pods need at least one crew member to be functional. Probe command modules consume [[electric charge]] and cease to function when the energy of the vessel is depleted. Manned command pods do not operate similar to probe command modules when missing a crew, and do not drain any electric charge.
  
 
All command modules provide torque for control and have [[SAS]] except for the command seat which has neither of them. Prior to the redesign in {{Version|0.21}} the modules haven't any ASAS functionality, which is similar to the SAS since then, and only the manned modules had sufficient torque. Torque is generated using [[reaction wheel]]s and drain additional power to operate them.
 
All command modules provide torque for control and have [[SAS]] except for the command seat which has neither of them. Prior to the redesign in {{Version|0.21}} the modules haven't any ASAS functionality, which is similar to the SAS since then, and only the manned modules had sufficient torque. Torque is generated using [[reaction wheel]]s and drain additional power to operate them.
  
Prior to [[0.20]] a command module was always the [[root part]] but since it is possible to build them without one. In this case the game will warn the player that the craft is not controllable.
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Prior to [[0.20]] a command module was always the [[root part]] but since that update, it is possible to build vessels without one. In this case the game will warn the player that the craft is not controllable.
  
 
== Manning ==
 
== Manning ==
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== List of command modules ==
 
== List of command modules ==
There are sixteen different modules in the game. Four of them are crew pods designed for use with rockets, three are cockpits designed for [[plane]]s, seven are probe modules designed for unmanned probes, one is a cupola intended for space stations, and one is an external seat for rovers. The main difference between the different command modules is their outer form, their mass and their crew capacity, except for the [[EAS-1 External Command Seat]] which uniquely can't have crew assigned to it at launch, store or create science reports, or be the first part of a craft.
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There are sixteen different modules in the game. Four of them are crew pods designed for use with rockets, three are cockpits designed for [[plane]]s, seven are probe modules designed for unmanned probes, one is a cupola intended for space stations, and one is an external seat for rovers. The main difference between the different command modules is their outer form, their mass, and their crew capacity, except for the [[EAS-1 External Command Seat]] which uniquely cannot have crew assigned to it at launch, create or store science reports, or be the first part of a craft.
  
 
The [[PPD-10 Hitchhiker Storage Container]], although a manned module, is not a command module and cannot be used to control a craft even if it is occupied.
 
The [[PPD-10 Hitchhiker Storage Container]], although a manned module, is not a command module and cannot be used to control a craft even if it is occupied.

Revision as of 19:23, 10 August 2014

A command module, cockpit, command pod or sometimes probe core is a part which allow controlling a vessel. While it is no longer required to choose a command module first, there must be at least one module operational for a ship to be controllable.

Naming

Various names are used for this type of part. The term command module is, in general, everything which allows controlling a vessel. Cockpits and command pods can be manned by Kerbals, with cockpits usually placed on planes, and command pods normally placed on rockets. Crew pods or capsules might be also used instead of a command pod. Command modules which cannot be manned are sometimes called probe cores but usually are called command modules as well.

Control

All vessels can only be controlled as long as at least one command module on board is operational. Manned command pods need at least one crew member to be functional. Probe command modules consume electric charge and cease to function when the energy of the vessel is depleted. Manned command pods do not operate similar to probe command modules when missing a crew, and do not drain any electric charge.

All command modules provide torque for control and have SAS except for the command seat which has neither of them. Prior to the redesign in version 0.21 the modules haven't any ASAS functionality, which is similar to the SAS since then, and only the manned modules had sufficient torque. Torque is generated using reaction wheels and drain additional power to operate them.

Prior to 0.20 a command module was always the root part but since that update, it is possible to build vessels without one. In this case the game will warn the player that the craft is not controllable.

Manning

At the beginning of a flight, only the primary command module will be manned. Since 0.21 the player can change which command pods and passenger compartments are manned before launch. The crew available is selected from the astronaut complex. In earlier versions the only way to get additional crew for a ship was by manually moving Kerbals from another vessel using EVAs.

Each command pod which can be manned and except the seat has a small amount of monopropellant on board to allow refilling EVA suits.

List of command modules

There are sixteen different modules in the game. Four of them are crew pods designed for use with rockets, three are cockpits designed for planes, seven are probe modules designed for unmanned probes, one is a cupola intended for space stations, and one is an external seat for rovers. The main difference between the different command modules is their outer form, their mass, and their crew capacity, except for the EAS-1 External Command Seat which uniquely cannot have crew assigned to it at launch, create or store science reports, or be the first part of a craft.

The PPD-10 Hitchhiker Storage Container, although a manned module, is not a command module and cannot be used to control a craft even if it is occupied.

Image Part Radial size Cost
(Funds)
Mass
(t)
Max. Temp.
(K)
Tolerance
(m/s)
Tolerance
(g)
Torque
(kN · m)
S.A.S.
level
Required Crew/
Power
Capacity
(⚡)
MK1COCKPIT.png
Mk1 Cockpit Small 1 250
(1 241)
1.28
(1.25)
2 000
(1 100)
40 50 10 Crew[Note 1] Crew 50 ⚡
7.5 Units of fuel MP
Mk1 Inline Cockpit.png
Mk1 Inline Cockpit Small 1 600
(1 591)
1.03
(1.00)
2 000
(1 100)
40 50 10 Crew[Note 1] Crew 50 ⚡
7.5 Units of fuel MP
Mk2 Cockpit.png
Mk2 Cockpit Mk2 3 500
(3 482)
2.06
(2.00)
2 500
(1 400)
45 50 15 Crew[Note 1] Crew + Crew 150 ⚡
15 Units of fuel MP
Mk2 InlineCockpit.png
Mk2 Inline Cockpit Mk2 3 500
(3 470)
2.10
(2.00)
2 500
(1 400)
45 50 15 Crew[Note 1] Crew + Crew 150 ⚡
25 Units of fuel MP
Mk3 Cockpit.png
Mk3 Cockpit Mk3, Small 10 000
(9 880)
3.90
(3.50)
2 700
(1 500)
50 50 40/40/20[Note 2] Crew[Note 1] Crew + CrewCrewCrew 500 ⚡
100 Units of fuel MP
Mk1CommandPod Dark.png
Mk1 Command Pod Small, Tiny 600
(588)
0.84
(0.80)
2 200
(1 200)
14 50 5 Crew[Note 1] Crew 50 ⚡
10 Units of fuel MP
Mk1-3CommandPod.png
Mk1-3 Command Pod Large, Small 3 800
(3 764)
2.72
(2.60)
2 400
(1 400)
45 50 15 Crew[Note 1] Crew + CrewCrew 150 ⚡
30 Units of fuel MP
LanderCanMK1.png
Mk1 Lander Can Small 1 500
(1 482)
0.66
(0.60)
2 000
(1 000)
8 50 3 Crew[Note 1] Crew 50 ⚡
15 Units of fuel MP
Mk2canN.png
Mk2 Lander Can Large 3 250
(3 202)
1.515
(1.355)
2 000
(1 200)
8 50 15 Crew[Note 1] Crew + Crew 100 ⚡
40 Units of fuel MP
Cupola.PNG
PPD-12 Cupola Module Large, Small 3 200
(3 188)
1.80
(1.76)
2 000
(1 000)
8 50 9 Crew[Note 1] Crew 200 ⚡
10 Units of fuel MP
Commandseat.png
EAS-1 External Command Seat Radial mounted 200 0.05 1 200 6 50 Crew[Note 1] Crew
RoveMate White.png
Probodobodyne RoveMate Small 800 0.15 1 200 12 50 0 2.4 ⚡/min
(144 ⚡/h)
120 ⚡
QBE.png
Probodobodyne QBE Tiny 360 0.07 1 200 15 50 0 1.5 ⚡/min
(90 ⚡/h)
5 ⚡
HECS.png
Probodobodyne HECS Tiny 650 0.1 1 200 12 50 0.5 1 1.5 ⚡/min
(90 ⚡/h)
10 ⚡
OKTO.png
Probodobodyne OKTO Tiny 450 0.1 1 200 12 50 0.3 0 1.2 ⚡/min
(72 ⚡/h)
10 ⚡
OKTO2.png
Probodobodyne OKTO2 Tiny 1 480 0.04 1 200 12 50 2 1.8 ⚡/min
(108 ⚡/h)
5 ⚡
Stayputnik.png
Probodobodyne Stayputnik Tiny 300 0.05 1 800 12 50 1.67 ⚡/min
(100 ⚡/h)
10 ⚡
HECS2.png
Probodobodyne HECS2 Small 7 500 0.2 2 000 8 50 10 3 3.0 ⚡/min
(180 ⚡/h)
1 000 ⚡
Probestack.png
RC-001S Remote Guidance Unit Small 2 250 0.1 2 000 9 50 0.5 3 3.0 ⚡/min
(180 ⚡/h)
15 ⚡
Probehuge.png
RC-L01 Remote Guidance Unit Large 3 400 0.5 2 000 9 50 1.5 3 4.8 ⚡/min
(288 ⚡/h)
30 ⚡
MK2 Drone Core.png
MK2 Drone Core Mk2 2 700 0.2 2 500 20 50 15/3/3[Note 2] 3 3.0 ⚡/min
(180 ⚡/h)
250 ⚡
MPO.png
MPO Probe Small 9 900
(9 854)
0.895
(0.395)
2 200 9 50 6 3 3.0 ⚡/min
(180 ⚡/h)
1 000 ⚡
45 Units of fuel LF
55 Units of fuel O
MTM.png
MTM Stage Small 21 500
(6 300)
0.795
(0.415)
2 200 12 50 12 2 1.8 ⚡/min
(108 ⚡/h)
4 000 ⚡
3 800 Xenon unit XE
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 In the "Career" mode in manned command modules, the performance and functionality of the SAS is determined by the presence of at least one kerbonaut with the specialization "Pilot" and the level of his specialization. In the "Science" and "Sandbox" modes, a kerbonaut with any specialization can use all the functionality of the SAS on board the manned command module without restrictions.
  2. 2.0 2.1 Torque differs between axes. These numbers are for pitch/yaw/roll respectively.